Difference between revisions of "Memorabilia"

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== Consequences ==
 
== Consequences ==
[[Social Rewards]],
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[[Memorabilia]] can support [[Trans-Game Information]] since they can contain information that is usable in other game instances, especially if they are actually used within the other game instances. They can also serve as [[Social Rewards]] and causes for [[Bragging]] - especially if they have been won from other players.
[[Trans-Game Information]]
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== Relations ==
 
== Relations ==

Revision as of 09:31, 21 February 2012

Content or artifacts gained during gameplay that are accessible after game instances end.

Components used to play a game are typically kept together between games so that the game can be played again. However, some games have rules for letting players gain ownership of components before, during, or after gameplay. These components may be ones actually used for gameplay or additional ones for recording the gameplay planned or occurred, but can in both cases serve as Memorabilia of specific game instances.

Examples

Winning specific marbles in Marble Games is a archetypical example of Memorabilia in games, and a similar case can be found in Magic: The Gathering when one plays for cards. To a lesser degree, Memorabilia exists in Warhammer 40K as players have to assemble and paint their miniatures before the can be used and this makes the introduction of each one a potentially memorable occurrence.

Games that provide possibilities to take screenshots of ongoing gameplay also allows players to create Memorabilia. Examples of games that do this are numerous and include the Doom, Europa Universalis, Left 4 Dead, Quake, and Sims series as well as World of Warcraft.

Live Action Roleplaying Games such as 1942 – Noen å stole på, Dragonbane, and Trenne Byar often result in many types of Memorabilia since players and facilitators need to create all props for these games.

Using the pattern

Memorabilia requires that items linked to game instances can be kept by players after gameplay. This can be achieved in two main ways. The first way is to simply use the actual gameplay components. While this may be unproblematic in games that are only played once (as for example many Live Action Roleplaying Games are), those that are supposed to be playable several times can make use of Heterogeneous Game Element Ownership and here Game Element Trading can effectively be used to create the Memorabilia pattern. The second way of making Memorabilia possible it to create artifacts specifically for this purpose during or after gameplay. Gameplay Statistics are probably the easiest sources for creating these artifacts, but the chronicles kept by some players of Tabletop Roleplaying Games show how players can create their own Memorabilia.

Narrative Aspects

While Memorabilia help players remember and retell gameplay events, this aspect of narratives is on a meta-game level since at least the retelling of it occurs outside gameplay.

Consequences

Memorabilia can support Trans-Game Information since they can contain information that is usable in other game instances, especially if they are actually used within the other game instances. They can also serve as Social Rewards and causes for Bragging - especially if they have been won from other players.

Relations

Can Instantiate

Social Rewards, Trans-Game Information

Can Modulate

-

Can Be Instantiated By

Game Element Trading Gameplay Statistics, Heterogeneous Game Element Ownership

Can Be Modulated By

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Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz